Edible Infrastructures [Phase1 - System Development]

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Darrick Borowski, Jeroen Janssen & Nikoletta Poulimeni Sy n o of th psis eF Edit ull ion

Edible Infra struC tures

Organisational Patterns for

Urban-Agricultural Landscapes


This text is a synopsis of: Edible Infrastructures Organizational Patterns for Urban-Agricultural Landscapes Š2012 Darrick Borowski, Jeroen Janssen & Nikoletta Poulimeni Emergent Technologies & Design Architectural Association London, UK

Cover Image: The City of Brooklyn, 1879; by Currier & Ives, Library of Congress public domain ii

Edible Infrastructures


ABSTRACT Edi b l e In frastru ctu res is an investigation into a projective mode of urbanism which considers food as an integral part of a city's metabolic infrastructure. Working with algorithms as design tools, we explore the generative potential of such a system to create an urban ecology that: provides for its residents via local, multi-scalar, distributed food production, reconnects urbanites with their food sources, and de-couples food costs from fossil fuels by limiting transportation at all levels, from source to table. The research is conducted through the building up of a sequence of algorithms, beginning with the ‘Settlement Simulation’, which couples consumers to productive surface area within a cellular automata type computational model.

Topological analysis informs generative operations, as each stage builds on the output of the last. In this way we explore the hierarchical components for a new Productive City, including: the structure and programming of the urban circulatory network, an emergent urban morphology based around productive urban blocks, and opportunities for new architectural typologies. The resulting prototypical Productive City questions the underlying mechanisms that shape modern urban space and demonstrates the architectural potential of mathematical modeling and simulation in addressing complex urban spatial and programmatic challenges.

Urban Agriculture, Food Systems, Urban Metabolism, Computational Modeling and Simulation, Algorithmic/ Procedural Design Methodologies, Emergent Organization, SelfOrganizing Systems 1


SITE CONDITIONS TARGET DENSITY FRIENDLINESS FACTOR

SETTLEMENT SIMULATION

PATTERN OF DWELLINGS & PRODUCTION WALKING DISTANCE DETOUR ANGLE

PROGRAM REQUIREMENT

INPUT

ALGORITHM

OUTPUT>INPUT

introduction Wisdom I take to be the knowledge of the larger interactive system – that system which, if disturbed, is likely to generate exponential curves of change. Lack of systemic wisdom is always punished. – Gregory Bateson, Steps to an Ecology of Mind (1972)

1. UNFPA, 2010.

The State of world population 2010.

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Edible Infrastructures

2011 saw the world's population surpass 7 billion people. Since 2008, over half of us live in cities, and that percentage is growing, set to exceed 68.7% by 20501. As cities grow, agricultural production is driven further from urban consumers while claiming more and more of our forests and natural habitats. Increasingly,

our food is produced in distant lands relying on cheap labor and imported using relatively cheap fossil fuels. The UN estimates that by 2050 the population of the world’s cities will double, requiring an additional land area the size of Brazil to feed the new urbanites. The estrangement of urban populations from their food sources has had considerable social, environmental and economic ramifications which, until recent times, were overlooked as the economies of the global food system produced increasing convenience and lower prices. However, the effects of climate change, peak oil and the global population explosion threaten an impending collapse of this spatially dissociated system.


PLACE DISTRIBUTION NODES

BUILD NETWORK

URBAN CIRCULATORY NETWORK

ATTRACT GEOMETRY TO PATHS AND NODES

REC. SPACE RATIOS

PLACE PARK/ RECREATION NODES

ASSIGN ACCESS & ASPECT TYPES

BUILD SECONDARY NETWORK

DIFFERENTIATE GREENHOUSE TYPES

GENERATE PRODUCTIVE VALLEYS

COMBINATORIAL DEVELOPMENT

ADD URBAN PROGRAM

CLIMATE DATA

PRODUCTIVE BLOCKS

DETECT TOPOLOGICAL TYPES

THE PRODUCTIVE CITY

Current schemes for urban agriculture in western cities are limited in their potential performance by being reactive and discrete, working as interventions within a post-industrial urban organizational structure. This structure prioritized private development and presumed that urban growth was unlimited, and that food would be imported from an infinite countryside using mechanized transportation.

is a long history of agriculture benefitting from the ecology of the pre-industrial city2. However, the complexity of the contemporary city requires new design tools for meeting this challenge. Our research employs computational modeling to explore emergent spatial organizations for the realization of such a system.

PRODUCTIVE TYPES

Figure 1. System Overview Hierarchical components for the Productive City are generated via a series of generative and analytic algorithms, each building on the output of the last. 2. Steel, C., 2009.

Hungry City.

If urban agriculture is to effectively make an impact in feeding our future cities, urban organization must be reconsidered from a systemic perspective, considering the city as a closed loop of production, consumption and waste. This is not a new idea. There 3


Figure 2. Settlement Simulation Rules: Production and Dwelling areas are broken into cellular units.

Settler/Agent

1st Settler puts down dwelling and farms around it Adjacent

Remote

2nd chooses to build adjacent to first or remote When a built unit replaces a farm, the farm must be relocated to next nearest undeveloped cell.

SYSTEM Development Settlement SImulation

3. Weinstock, M., 2010.

Agriculture, and subsequently cities, arose from a very basic tendency of life to organize itself into ever increasing complexity, taking advantage of the increasing cost-benefits of cooperation3. Our system attempts to model this process of cooperative settlement while putting in place controls to explore the effects of changes to certain parameters.

4. Steel, C., 2009.

We begin by coupling productive area to consumers and limiting the extent to which they can be separated. With these relationships in place, we can experiment with population density and production intensity levels and explore the resulting settlement patterns.

The Architecture of Emergence

Hungry City.

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Edible Infrastructures

The Settlement Simulation is a computational model based on multi-state cellular automata. The model uses simple behavioral rules to recreate the aggregation logic of dwellings and small subsistence farms in a given field via a self-organizing ‘vernacular’ methodology. The goal of the simulation is to investigate the sorts of distributions and collective form that might result while still meeting the fruit and vegetable requirements of the population. We work with fruits and vegetables for the time being, as historically they are hardest to transport and benefit most from urban environments4. Grains and livestock are more suitable to larger, periurban plots and require additional processing before consumption. Strategies for these will be explored in future development.


1 km.

1 km.

Plans Sections F=0 Dwelling units: 2500 Productive units: 7500

F = 0.6 Dwelling units: 2558 Productive units: 7674

F=1 Dwelling units: 2917 Productive units: 8751

(D) Population Density: 64.75 ppl/hA (OSR) Open Space Ratio: 4.56

(D) Population Density: 66.25 ppl/hA (OSR) Open Space Ratio: 4.52

(D) Population Density: 75.55 ppl/hA (OSR) Open Space Ratio: 4.57

Average # of Floors: 1

Average # of Floors: 1.10

Average # of Floors: 5.31

Simulation RULES The simulation begins with a ‘settler’ arriving on a 1km2 site, placing their dwelling, and farming the land around it. The dwelling has a footprint of 72 m2, based on a typical urban townhouse and household size of 2.59 persons based on New York City’s average5. The baseline ‘productive’ area required is based on a conservative 100 m2/person6. A second settler arrives and ‘randomly’ chooses to either build adjacent or remote. Should they build adjacent, they need to relocate any farm land displaced by their dwelling. If remote, they will begin a new settlement cluster. This process is repeated until the target population density is met for the given field.

Dwellings and farms are broken into modular units with each dwelling equal to one cell. With every one dwelling placed, three productive units are placed. Friendliness The likelihood for a new settler to build remote or adjacent is weighted by a ‘Friendliness Factor’ (F), a number between 0 and 1. F=0 means all units will try to build remote, while F=1 means all units will try to be attached. An F of 0.6 results in a 60% chance that a unit will choose to build adjacent. Vertical growth is triggered when a settler ‘chooses’ to build on an existing dwelling in a settlement cluster which is has surpassed the user specified local density threshold.

Figure 3. F=0 (left) results in a homogenous distribution, while F=1 (right) generates a single dense cluster surrounded by farms.

5. US Census Bureau,

2000

6. Viljoen, Andre, 2005.

CPULS

System Development

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Figure 4. Production Intensity (PI) People fed / 100 m2 (Fruits and Veg)

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Innovative Agricultural Techniques Increase Yield/ m2

2

3

Manipulate Surface to Increase Productive Surface Area

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Enclosure (Greenhouse) using natural light

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Multi-Level Energy-intensive ‘Vertical Farm’ Enclosure

As production intensity increases, capital investment & energy requirements increase as well, creating a barrier to entry for small farmers, therefore a mix of production types is needed.

SYSTEM Development Production Intensity and Population Density In order to achieve higher population densities, Production Intensity of a given plot must be increased. Higher productivity/unit area can be achieved in a number of ways, from innovative co-planting techniques (low energy/investment) to multi-story artificially lit/heated aqua/aeroponic greenhouses (high energy/investment) and a variety of methods in between. The system conserves energy by keeping production intensity minimal, stepping it up only as needed.

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Edible Infrastructures

When the field is full, the algorithm allows agents to increase the production intensity of existing productive cells. Therefore, a settler’s productive needs must be met by either: an increase of yields from an existing plot, or a neighboring dwelling must incorporate production, introducing ‘hybrid’ types. Production Intensity (PI) is allowed to increase in steps of one, corresponding to number of people whose annual fruit and vegetable needs are met per 100m2. Therefore a cell having PI=3 means three people are provided for on that 100m2 plot.


1 km. D = 220 ppl / ha

D = 280 ppl / ha

F = 0.95

F = 0.85

F = 0.45

D = 140 ppl / ha

Figure 5. Tissues generated with three Density(D) and three Friendliness(F) settings, showing the effects on local clustering and continuous farm sizes.

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Retail Node to connect Retail Node to connect Existing Retail Node

Retail Node to connect

Check

a. Measure angle a between L1 and L2.

c. If a > Detour Angle (ad) and also L1 < L2, then connect directly to the Wholesale Node

Figure 7. Varying the Detour Angle (ad) results in a range of branching patterns, allowing the user to weigh Total Network Length vs. Average Trip Time.

L2 L2

a

L1

L1

L1

Figure 6. Network Builder Algorithm Rules

b. If a < Detour Angle (ad) and also L1 < L2, then connect through the existing Retail Node.

a a

Existing Retail Node

L2

Existing Retail Node

Wholesale Node

Check

Wholesale Node

Check (a.)

Wholesale Node

Retail Node to connect

Retail Node to connect

Existing Retail Node

Retail Node to connect

Existing Retail Node

Retail Node to connect

Existing Retail Node

Retail Node to connect

Existing Retail Node

Retail Node to connect

Existing Retail Node

Existing Retail Node

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Wholesale Node

Option (c.) 2.

Wholesale Node

Option 1.

Wholesale Node

Option 2.

Wholesale Node

Option 1.

Wholesale Node

Option 2.

Wholesale Node

ad = 0°

Wholesale Node

Wholesale Node

Detour Angle = 0°

ad = 15° Detour Angle = 15°

ad = 30° Detour Angle = 30°

ad = 55° Detour Angle = 55°

system development network TOPOLOGY With producer and consumer cells distributed, the resulting pattern is analyzed to inform a network topology which will facilitate the movement of food with minimal energy expenditure. Two distribution node types are generated: Wholesale Nodes (onsite farm shops) and Retail Nodes (small grocers located throughout the dwelling clusters). Nodes are dispersed so as to minimize

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Edible Infrastructures

travel distances and encourage walking and biking. Wholesale nodes are located on large continuous productive areas (min. 1-2 hectares). Retail nodes are distributed throughout dwelling clusters such that any dwelling should be within a one minute walk, or 83m at 5km/hr. In order to connect the retailers back to their sources, a branching network is generated with the wholesale node at the root and


F= 0.95 | D=220

Input tissue

Wholesale Nodes

Retail Nodes

All nodes

Angle=30°

Overlap= 70%

Figure 8. (top) Wholesale(W) and Retail(R) nodes are located based on concentrations of dwellings and farms. Figure 9. (Bottom) Individual distribution trees (middle) are joined to nearest neighbors (right) to facilitate social movement across the network.

retail nodes at the branching junctions. The angle between the branches controls the amount of detour in the network, and allows the designer to weigh energy expenditure resulting from inversely related metrics of Average Path (Trip) Length (consumer trips) versus Total Network length (infrastructure expenses and maintenance) .

However a healthy city must facilitate the social movement of people as well, therefore an Overlap Range (Ov) is implemented which connects terminal nodes of trees to adjacent trees within the specified range, introducing continuity and circuitry (the possibility for loops) into the urban circulatory network.

The resulting network structures are 'trees’, emphasizing 'producer to consumer' routes.

System Development

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w4 5x w4 5x

9x 9x

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5 5

Figure 10. Nodes (Wholesale and Retail) are identified and ranked according to level of connectivity.

Sheet1

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r3 14x 0% 14x r3 1

Frequency Distribution of Retail Nodes:

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w5 3x 20% While in the System Development the primary concern was the distribution and 10% networking of producer and consumer 2x subsequent steps explore the w6+ the cells, 0% 1 2 4 2xpotential w6+ spatial of the 3generated data5 sets 6+ at different scales, using 1km2 sample with 12 wholesale nodesa total parameters D=220, F=0.95, ad=30째, Ov=0.7. 12 wholesale nodes total The previously generated network edges will become the primary urban circulation paths and will need to support the full complement of public urban programs including Social 10

Edible Infrastructures

r5 0 r5 0 Mixing (retail, entertainment, institutions and workspaces), Transport, and Recreation/ Gathering (urban squares and green spaces). r6+ 1x Topological analysis informs the program r6+ 1x types and area assigned to each network 50 retail nodesconnected total component. Highly nodes and paths50serve larger volumes retail nodes total of traffic and are stronger attractors for social mixing programs such as retail, food, drink and entertainment uses.


w3

w3 w3

programme on programme on additional additional floors floors programme on additional floors division of division of urban space urban space division of urban space

w4

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programme on programme on additional additional floors floors programme on additional floors

division of division of urban space urban space division of urban space

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programme on programme on additional additional floors floors programme on additional floors

division of division of urban space urban space division of urban space

w6

w6 w6 programme on programme on additional additional floors floors programme on additional floors

division of division of urban space urban space division of urban space

Figure 11. Programme areas are allocated to each node according to Wholesale and Retail node connectivity rankings.

Figure 12. Node programming assigned throughout the urban tissue displays a differentiation of scales of public and private areas, creating a hierarchy of urban spaces.

Wholesale and Retail Nodes

area is further broken down into circulation, production, outdoor eating/drinking and unprogrammed open space. These programs are then scaled for each node type/rank. (Semi)-private space for social mixing programs is allocated in the surrounding storefronts below dwellings, ensuring mixed use and density is maintained.

Wholesale and Retail nodes are categorized according to the number of connections from W/R1 to W/R6 and classified as 'Minor Hubs' (W4) 'Major Hubs’(W5+) Local Nuclei (R4) and so on. Program space is allocated accordingly. Highest connected nodes are designated a total open space of 10,000 m2, comparable to Leicester Square, London (8000 m2). This

Spatial Development

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Figure 13. (above) Paths are analysed and ranked for connectivity and integration (top) informing path size (bottom)

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Figure 14. (right) Typical programme zones assigned by integration rating 2.5 2 (top).33 2 2.5 4.5

Programme Components applied on a highly integrated path change over the course of the day. Shown here during morning commute (middle) and noon market (bottom).

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Edible Infrastructures

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Network Paths Paths are analyzed and ranked by their integration value, which measures the likelihood of a path to be a destination for trips within the network. Highly integrated paths are most likely to be intensely trafficked, therefore become market streets with retail frontages and farmers’ markets. Low integrated paths will be quieter, tending toward residential uses and small corner grocers.

Each path is allocated space, in section, for four types of program zones: • Public/Private Transition • Pedestrian Paths • Infrastructure (both traditional and edible) • Transport/Transit These will later be populated from a library of sectional program components. The range


Settlement Simulation Output

Dwellings & Greenhouses (Built volumes) identified

1.) Built volumes are repelled from network edges and nodes

2.) Built volumes attracted back to network maintaining allocated programme space

3.) Built volumes orient to network

4.) Intersections of volumes are resolved by recursive dispersal and attraction

of widths and relative location of the zones is determined by the path integration ranking low, medium and high. With program space assigned to paths across the tissue, a distinct hierarchy of streets begins to become evident. The highly integrated paths suggest a market street or neighborhood retail core. Lower integrated streets generate less intense and narrower streets, suggesting lower intensity, primarily

residential streets. With public space and programming of the circulatory network allocated, the built morphology must respond accordingly. Dwelling cells are cleared from nodes and paths and then attracted back in a series of recursive ‘packing’ steps, creating contiguous streetscapes and defined urban void spaces (Figure 15).

Figure 15. Urban Morphology Adaptation Algorithm. Network paths are cleared according to assigned program area, then become attractors for built units.

Spatial Development

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Figure 16. Typical Manhattan Blocks & Parcels (1934, Bromley Insurance Maps, NY Public Library)

270 m

Urban Space the productive block From the summation of these previous steps, the basic form of organization of our urban tissue emerges; the Productive Block. The section reveals three layers of spatial experience - Productive Commons on the interior, Urban Corridors around the

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Edible Infrastructures

edges, and a permeable zone of dwellings, greenhouses and public mixing spaces, delimiting the two. Comparing our block to a Manhattan block reveals some essential differences between


190 m 190 m

Figure 17. Edible Infrastructures Productive Block, typ plan and diagrammatic section, showing three spatial zones 260 m

260 m

Built Clusters

a

a

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Built Clusters

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Productive Common

Corridor

Thick Edge

the urban fabric generated by our food driven system and that of the modern land ownership model. A typical New York block is 270m x 80m. The long thin rectangle maximizes perimeter length (storefront exposure) at the sacrifice of interior area. Our

Interior Patch

Thick Edge

Corridor

generated block in comparison is similar in area to 2-3 NY blocks, but with much less surface area devoted to circulation. Instead of maximizing street-frontage, our system generates largely convex polygonal blocks, concentrating productive open space within. Spatial Development

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Figure 18. (above) Recreational nodes connect to the primary network through built clusters, creating paths which utilise all three spatial zones.

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Figure 19. (left) The resulting network of paths and nodes activates the Productive Commons as a public green space.

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Recreational Network In order to link the Productive Commons back to the city’s network of public spaces, parks/recreational nodes are allocated within the commons based on block size and number of residents. 1059 16

Edible Infrastructures

These are then linked together with new paths through the built clusters and primary paths, resulting in a quieter secondary circulatory network, as well as shared green space for residents of each block.

795


Block Before Building Height Redistribution

Block After Building Height Redistribution

April 1 - Solar Exposure Before Redistribution

April 1 - After Redistribution

partial shade - 3 to 6 h.

partial sun - 6 to 8 h.

Solar Optimization Having identified clear concentrations of production, these areas can then prioritized for solar exposure by introducing a postprocessing algorithm which limits building heights relative to proximity to productive area. The effect is a terracing of rooftop spaces around the commons with the tallest volumes lining the edges/streetscapes. Solar analysis before and after, shows the change in solar exposure resulting from our redistribution algorithm. Analysis was run for

full sun - 8+ h.

Figure 20. Solar Exposure before and after height redistribution within a typical Productive Block.

two dates April 01 and June 21, using London as the location. Results are mapped to the three solar categories of crops (Mollison 1991). These are: Zone 1 - Full Sun (8+ hrs) - tomatoes, peppers, most vegetables. Zone 2 - Partial Sun (6-8 hrs) - root vegetables Zone 3 - Partial Shade (3-6 hrs) - leafy greens Results show a dramatic 157% increase of Full Sun in April and an 87% increase in June.

Spatial Development

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Single Cells Linear Chains

Linear & Branching

Loops

Double Chains

Combinations

Urban Space Productive Typologies Figure 21. (above) Typical cluster topological types extracted from sample tissue. Figure 22. (above left) System-wide Dwelling & Greenhouse Cluster Topologies

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Edible Infrastructures

Our built clusters display unique internal and external characteristics. Internally, within the clusters, are dwellings, greenhouses and mixing spaces in a gradient of public/ private-ness of each. Externally, the clusters are situated uniquely between two distinct networks, urban and agricultural. The unique configuration suggests new architectural typologies.

Cluster analysis Topological analysis, at the cellular level, informs components and rules for a new type of Collective Form. Adjacent dwellings and greenhouses are detected and sorted in clusters. Inside the clusters, connections are made between the units, saved into lists, and further organized by their topological types.


Topology

Base Component Type

Linear & Branching Chains

Rowhouse Type Dual aspect with direct access to public space

n

Rowhouse Type Dual aspect with direct access to public space

r

n Loops

Courtyard Type Dual aspect with shared access via communal space

Courtyard Type Dual aspect with shared access via communal space

Apartment / Block Type Single Aspect units accessible via internal circulation

Apartment / Block Type Single Aspect units accessible via internal circulation

ns

Double Chains

Base Components Topological types inform the differentiation of dwellings into base components, related to familiar dwelling types found in urban environments. Linear chains suggest individual direct access, and dual aspect, resembling a row-house type. Double chains provide access through internal corridors with single aspect units, such as those found in apartment/block buildings. Loops suggest a courtyard type, which can be

further differentiated as single or dual aspect arranged in a courtyard configuration. The relationship of these base components to productive units further differentiates them. Productive units can be public, communal (semi-private) or private based on scale, topology, and adjacency to networks.

Figure 23. Dwelling cluster topology is translated into familiar base component types.

In section, topology suggests differing types of vertical circulation, new communal spaces and tall public/semi-public atrium-like greenhouse volumes. Spatial Development

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Cluster Topology

Vertical Circulation Within Apartment/block

Vertical Circulation Within Greenhouse

Private Terraces over Adjacent Rooftops

Figure 24. Vertical Topology informs sectional opportunities.

Figure 25. Section, example of a medium density productive typology.

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Edible Infrastructures

Architectural Tactics


Figure 26. Steps for typological development shown on a medium density cluster:

1. Identify the dwelling components and define access and aspect

2. Identify public and private character of greenhouses.

3. Locate common access spaces and assign greenhouses used for circulation.

4. Define vertical access in dwelling clusters.

Dwelling - corridor acc. Dwelling - individual acc. Public greenhouse Semi-public greenhouse Private greenhouse Common area. - dwellings Vertical circulation Spatial Development

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Figure 27. New productive typologies delimit the boundaries of the productive commons. 22

Edible Infrastructures


Spatial Development

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F = 0.3 | D = 200

Identify clusters of large (>1 ha) Identify clusters of dwellings agricultural plots and place and place retail nodes wholesale nodes

Figure 28. (top row) Settlement Simulation applied to test site, various parameter settings are shown. Figure 29. (bottom row) Network builder algorithm steps

F = 0.97 | D = 200

F = 0.8 | D = 200

Connect wholesale nodes to Connect internal 'trees' and retail nodes with Network Paths boundary nodes with Network Function: ad=40째 Overlap Function: Ov=30%

Test Case I Brooklyn Navy Yard The project proposes a new productive neighborhood on a 34 ha (83acre) site in Brooklyn, New York which sits between three desirable neighborhoods, and at a critical junction in networks, easily accessible from Manhattan, Brooklyn and the rest of New York City. Adjacency to the converted Navy Yard provides easy access to workspace for small businesses and new food related jobs. The York St subway stop (linking directly to downtown Manhattan) is located at the western end of the site within a 5 min walk to the center of the new neighborhood. Initialization of the model for a real site required new inputs, including boundary conditions and connections to existing

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Edible Infrastructures

networks. Surrounding commercial areas were input as attractors, and network flows into and through the site informed how the internal network connect back out to the city at large. The simulation was run with D=200ppl/ha (derived from neighborhoods in the area), but with several (F) Friendliness settings. Tissues were evaluated, checking for heterogeneity of density distribution, OSR's comparable to reference tissues, and the ability of the pattern to produce viable large-scale (>1ha) commercial farms while maintaining a continuous urban fabric. D=200 | F=0.90 was selected and fed into the network builder.


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Figure 30. Proposal for a new productive neighborhood. F = 0.9 | D = 200 Dwelling units: 2380 Productive units: 1857

Clusters were detected, continuous productive plots >1 ha were identified and wholesale nodes placed. Retail nodes were located throughout the dwelling clusters, based on (W) Maximum Walking Distance. From Wholesale nodes, distribution networks were built, testing several Detour Angles as inputs. 40deg was selected for its balance of low trip time and low overall network cost. Individual distribution trees were connected with an Overlap of 30% and external network links were connected to their nearest retail nodes creating a continuous urban fabric. With the network in place, built morphology was allowed to respond to the network paths forming the urban corridors and productive commons.

The resulting neighborhood would be home to 6164 people, with 2380 dwellings and 18.57 hectares of productive area. A new market street and retail corridor connects N-S between adjoining neighborhoods DUMBO and Fort Greene. A Center for Urban Farming is proposed to anchor the neighborhood, acting as an attractor for visitors from the rest of the city and providing agricultural education and training to urbanites. Inhabitants would have a choice of either growing their own or purchasing food grown commercially within the neighborhood boundaries.

(D) Population Density: 200 ppl/hA (OSR) Open Space Ratio: 0.43

Projects

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Edible Infrastructures


Figure 31. Overview of neighborhood showing cultural center (left), retail corridor (centre) and wholesale farm shop location (foreground).

Projects

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Figure 32. (top) Kungs채ngen growth is simulated in tiles, as a lower resolution cellular automata. Figure 33. (bottom)

Test CAse II kungs채ngen, Stockholm Region Stockholm is enacting policies to both mitigate and prepare for the effects of climate change, including a goal to be fossil fuel free by 2050 and the adaptation of building codes for a warmer wetter climate. Within 20-30 years, Stockholm is expecting 150,000 new residents, and within 50 years, a 4-6 deg C. increase in average temperature (compare to Barcelona today) and a 1-2 month extended growing season. We proposed to a build a new city for 150,000 people, on an agricultural peninsula near Kungs채ngen, 30 min from Stockholm

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by commuter rail. The new community would serve as a prototype, mixing urban commuters from Stockholm, and climate refugees with agrarian skills, creating a working model for a new Productive City. Simulation Initialization of the Kungs채ngen site involved identifying landscape components as developable, protected and/or attractors. The proposed site is 9km2, bounded on the north by a commuter train line/station and the existing town (attractors). The eastern


boundary is waterfront (attractor), while south and west is primarily wooded waterfront (protected). The Settlement Simulation was built for 1km2 field so for this site a scaling strategy was developed, in which the site is built up in sequential 1km2 tiles, taking initialization data from the boundary of each previous tile. Tiles were assigned different Density (D) and Friendliness (F) values providing residents a choice in varying spatial characters city-wide. Network As the Kungsängen site will serve as a satellite city to Stockholm, the commuter link is of prime importance in the network strategy. Therefore once wholesale and retail nodes were located, a transit spine was placed, linking our site to the commuter train station with nodes every 400m (5 min walks). Transit nodes checked for nearby Wholesale nodes, and if within range, they were merged. Additionally a waterfront path was input with nodes for public space. All nodes were subsequently linked, nodes and paths analyzed and ranked, and pubic program area assigned.

Blocks across the different tiles exhibit much more variation in size than in our 1km2 tissue, resulting from the different combinations of Density and Friendliness. Larger blocks are also lower in population density providing a different urban character than those within our denser more central tiles. The natural features of the site were integrated into the recreational network by allowing recreational nodes within the blocks to connect to protected forests and public waterfront.

Figure 34. (left) Built Morphology adapts to rated network generating Productive Blocks, with Urban Corridors & Productive Commons. Figure 35. (right) Productive Blocks covered by a large scale greenhouse skin

Typologies Informed by Climate In a colder climate with a shorter growing season, it’s expected that there will be a heavier reliance on greenhouses. We proposed, for Kungsängen, a 'Greenhouse Block' type, enclosing the commons and dwellings around the block perimeter.

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Figure 36. Settlement Simulation on a 9 km2 field, showing a high density compact district around the bay to the NE and more dispersed mid-low density districts with detached dwellings in productive fields to the SW

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Conclusions

We’ve shown how by putting in place a framework of simple rules relating key parameters we can generate urban tissues which exhibit gradients of concentration of various properties, meeting urban and productive metrics. We have also seen how analysis of these patterns can inform spatial translation, including urban programming, organization and typologies. In evaluating the generated tissues, we once again compare back to physicalworld metrics to make fitness evaluations. Certain criteria are fairly rigid. Existing agricultural techniques for example, have limits to productivity per area while remaining economically viable. We can set this relationship as a constant for the time being and adjust it in the future as economic conditions and technologies evolve. Others are in the realm of value judgments and have sociopolitical consequences. For example as the ‘fineness’ of the grain of our urban tissue increases in response to raising the (D) Density and lowering the (F) Friendliness settings, the maximum size of productive plots decreases and the continuous space desired by commercial growers is squeezed out. This allows us to find the threshold at which a community can expect to rely on commercial growers within a certain type of urban morphology. Beyond this point, the community must be prepared to increasingly ‘grow their own’ or become part of a collective which contributes back into the local food system. These possibilities are allowed for within the framework of the system and it is through analysis of the particular social and political context that the designer would determine the fitness of each scheme. What remains constant is the ecological footprint of the community, which remains within the limits established in the system.

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This type of procedural approach opens up questions as to the role of the designer and degrees of control. As we built up the computational model, we consciously made an effort to avoid deterministic tendencies, trying instead set up boundaries of a system within which solutions could emerge. We are interested in the changes this has introduced into our mode of operation. There is a temptation to believe that in setting up the most precise set of inputs and rules extracted from the design problem, an obvious 'solution' would be offered by the algorithm, however, it has been our experience that even in this framework, there are decisions that remain firmly in the realm of the designer.

References Bateson, Gregory. (1972). Steps to an Ecology of Mind. New York, NY. Chandler Publishing Co Mollison, B. (1991). Introduction to permaculture. Tasmania: Tagari Publications. Steel, C. (2008). Hungry City: How Food Shapes Our Lives. London: Vintage. UNFPA (United Nations Population Fund). (2011). The State of World Population 2011. New York: UN. Viljoen, A. (2005). Continuous Productive Urban Landscapes: Designing Urban Agriculture for Sustainable Cities. Oxford: Elsevier Ltd. Weinstock, M. (2010). The Architecture of Emergence. Chichester, UK: John Wiley & Sons Ltd


Acknowledgements Edible Infrastructures began as a Master’s dissertation at the Architectural Association in the Emergent Technologies and Design program. We are sincerely grateful to Mike Weinstock, George Jeronimidis, Wolf Mangelsdorf, Toni Kotnik, Suryansh Chandra and countless others.

Ongoing research, news and documentation available at: www.edibleinfrastructures.net For inquires, information, or interest in the full book, Edible Infrastructures, contact: Darrick Borowski, BS.Arch, M.Arch(Dist) darrick@edibleinfrastructures.net

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